Search found 3166 matches

by Isaac
Mon May 13, 2024 3:41 am
Forum: Mod Creation
Topic: Modding on a Mac
Replies: 1
Views: 18

Re: Modding on a Mac

MacSteve wrote: Sun May 12, 2024 9:26 pm Image
Image link is broken; permissions issue.

There is also a Discord channel for Grimrock modding: https://discord.gg/ArgAgNN
by Isaac
Sat May 04, 2024 4:57 am
Forum: Modding
Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Replies: 541
Views: 690398

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Komag is still active here as far as I know. His last login was Mar 10, 2024.
by Isaac
Wed Mar 13, 2024 4:22 am
Forum: Mod Creation
Topic: Creating Questgivers
Replies: 6
Views: 680

Re: Creating Questgivers

When I change a variable in a script, how do I keep it the same throughout the dungeon level? In other words, is it a global variable? No. You must access the variable through the script. Variables that are declared in a script —but outside of a function, are accessible from within that script by t...
by Isaac
Tue Mar 12, 2024 12:09 am
Forum: Mod Creation
Topic: Creating Questgivers
Replies: 6
Views: 680

Re: Creating Questgivers

There are those here and on Discord who will gladly instruct on the finer points of scripting (or even create them for you). 8-)

(I don't have the Discord link offhand, but I will post it later if none post it before me.)

Edit: https://discord.gg/ArgAgNN
by Isaac
Tue Mar 12, 2024 12:01 am
Forum: Mod Creation
Topic: Creating Questgivers
Replies: 6
Views: 680

Re: Creating Questgivers

It's certainly possible to make them, but it's not an included [turn key] feature of the game. You will have to write a custom script for this; as simple or complex as you wish, depending upon how involved you want the interactivity to be. You would need a table of quest stages to hold the player's ...
by Isaac
Mon Mar 04, 2024 3:00 am
Forum: Modding
Topic: Is there a crystal script?
Replies: 4
Views: 487

Re: I there a crystal script?

The crystal's reviving the dead is effectively (if not actually) just the party heal command.

Code: Select all

Party:heal()
by Isaac
Mon Mar 04, 2024 12:00 am
Forum: Modding
Topic: Is there a crystal script?
Replies: 4
Views: 487

Re: I there a crystal script?

What —specifically— do you mean by 'Crystal Use'? Crystals heal the party, revive the dead, and auto-save the game, as well as deactivate (and reactivate) the crystal on a delay; also animate it and brighten and fade its luminance. Are you visually faking a use of the crystal? IIRC the crystal's beh...
by Isaac
Fri Jan 19, 2024 12:03 pm
Forum: Modding
Topic: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
Replies: 10
Views: 2542

Re: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete

This is great news. 8-)

How did you manage it; retexture, resampled normal maps, simplified mesh models?...cleaned out redundant files?
(For the ORRR2 mod, we did all of the above.)

*Is the Nexus version updated to the new reduced Dat file?
by Isaac
Thu Jan 18, 2024 3:31 am
Forum: Mod Creation
Topic: debugDraw
Replies: 9
Views: 4446

Re: debugDraw

If you use the openLockWith() brain method, and include the key name, it will auto-destroy the key item after opening the lock. trickster_1.brain:openLockWith("lock_gold_1", "trickster_gold_key") --Placed inside script entity trickster_1.monster:addItem(spawn("gold_key"...